Principal Software Engineer & Open Source Developer
Passionate about creating high-performance systems and innovative programming languages. I specialize in graphics programming, game engine development, profiling and performance tracking.
An open-source, data-oriented game engine designed for high-performance 3D graphics. The entire engine is built on the principle of data-first, which means there are no objects, no inheritance, and no virtual functions, only data and logic operators working on that data. This allows Nebula to provide never before seen performance and extendability.
GPULang is the brainchild of Nebula, a GPU programming language designed to simplify the development of shaders for game engines. What started out as a simple GLSL wrapped, called AnyFX, evolved into a full-fledged programming language. As of today, GPULang only supports emitting SPIRV, but it does so at a speed that is unmatched by any GPU compiler or high-level language.
2023-Present
Sole graphics programmer and owner of graphics performance and optimization at TTKGames. Responsible for developing and maintaining the rendering side of Unreal Engine 5, implementing advanced graphics techniques, and ensuring optimal performance across all platforms.
2022 - 2023
Developed rendering algorithms and implemented content workflows for PlayCanvas, a leading web-based game engine.
2021-2022
Worked on the GDT team, assisting game developers with GPU and CPU performance and debugging, as well as held presentations for DevCon 2022 about the PS5 Razor Debugging tools, ray tracing tips and tricks, bindless resources.